CBob01 AWM Training Day Game

I would add a couple of things. First, I think you can take out a Bab core city with the army as their iron is on mountains and will take forever to road. You will easily be able to beat them to it and they will only have spears as defence so a sword army is easily all you need. You can proabably do the same with the German city next to their southern iron. Just make sure you attack from the hill and you should be relatively safe. If you get yellowed, pillage then heal for a turn and repeat. At the very least, make sure you pillage all the roads around the iron. The army can't use them anyway.

I would put a great number of the cats near JB as they will be able to redline the german units moving through the mountains. Once this happens, they will move out of our land to heal. That will give you the space to move a settler up the western passes to found a city near the volcano and force them onto plains to heal (read: no longer a threat). I think Cbob is on the money with settler builds (we have a pretty good force so Libs are a great idea). As long as there is no road leading into our territory, their units can only move one square meaning a stack of cats with some offensive units are as good out in the open as they are in a city. Pillage and bomb roads to create that situation if it is not already the case. You can then road behind the stack and keep planting cities and advancing the front. Contrary to Cbob, I don't think you need so many pikes (perhaps a few in the mountains until you clear out the germans). If there aren't roads, the AI can't get into a position to attack so we don't need defenders. Offensive units will be much more useful to you. Also think about keeping US and Hittite cities as they will be toast soon and a dead civ's citizens can't flip back. Remember we only get 1 unit MP so you can spread out some of the defence.

That's all I can think of. Good luck!:D
 
Cbob01 - Turnlog 850 AD+

Preflight Assessment:
Remaining Anarchy: 2 Turns
Researching: Invention
To all appearances, we have 0 beakers invested. That's what CA2 tells me, anyway.

We have 21 cities and 3 armies, so we can support another. As the FP is in place in Murmur, I think that's the next logical choice for a leader (Trotsky).

Looks like Germany is really crowding YarYar and the Northwest.

I only see 2 American cities: New York and Philadelphia.
I only see 2 Hittite cities: Tyrana and Harran.

State of our Glorious Military:
2 Settlers
29 Workers
1 Archer
13 Spears
15 Swords
5 Ponies
11 Pikes
35 Cats
3 Armies (Swords all)
8 MI

State of our Glorious Empire:
Builds:
Harbor [1]: Omsk
Medieval Infantry [3]: Yakkity Yakutsk, Iron Hill and Rowdy Rostov
Pikemen [10]: NHT, Halifax, YarYar, JellyBank, H&S, Savignon Samara, Murmur, Somewhere

City,Tarsus, Ugarit
Trebuchet [5]: SSP, Gold Hill, West Moscow, Hattusha, Anywhere
Walls [1]: Hattusas
Library [1]: Mosaic Moscow

According to our Military advisor, we are strong compared to everyone. Obviously, I can't kill everyone off in 10 turns.

I see some cats, a spear and a sword south of West Moscow. All but one have movement left, so I move them South into the forest by New York.

Long-term goals:
Unchanged. The same thing we do every night, Pinky. Try and take over the world.

Mid-term goals:
Eradicate Germans, Americans, Hittites and Babylonians, not necessarily in that order.

Short-term goals:
1) Survive.
2) Keep Iron Pillaged.
3) Become a monarchy
4) Kill off at least one of the following: (a) Hittites; or (b) Americans.

----------------------------------------------------------------

IBT:
Bab longbowman attacks Hattusas. Repelled by our valiant Pikeman (1-0).
Lots of Babs and Germans running around, no other attacks.
Babs drop off bowman next to Ugarit.

Turn 1: 860
Bombard NY. They've got at least 2 and maybe 3 spears in there.
Bombard Bab Bow out of Hattusas.
Bombard German Pike on the mountain by NHT. Takes forever, but I finally redline him.
Kill Pike (2-0) with eSword, but no leader. Move a Pike and a spear to cover him.
Wake Trotsky. The Fourth Army is born. I have yet to determine if I have enough MDI to fill it.
First Sword army pillages a road and begins trek back to other German iron.
Second Sword army kills a Bab bow (3-0).
Second sword army kills a pike at Ashur (4-0) but takes a beating doing so (down to 5/13).
Stack of cats moved into YarYar. Elite MDI from same stack sent to SSP because the German MDI is headed that way.
Kill bab bowman by Ugarit (5-0)
We've got 8 slaves by JellyBank. A mine is 36 workerturns, a road is 18 workerturns. If I had one more slave, I could mine it in 4 turns. As it is, I'll assign 6 to mine (6 turns) and 2 to road (9 turns). As JB is already tied into the road network, the shields are more important than the commerce, IMO.
Begin clearing forest by Iron Hill.

check CA2:
Americans are willing to negotiate.
Babylonians are willing to negotiate.
Germans are willing to negotiate.
Hittites are willing to negotiate.
I'm not.

IBT:
Germans attack the small stack by NHT. Three Germans die (8-0).
Lots of Babs running around, but no other attacks.
We become a Monarchy.

01_Cbob_Monarchy.JPG


Turn 2: 870
Head for F1 to adjust sliders. With both at 0%, we're at +75. We'll see how this shakes out.
This is going to take some work to straighten everything out now that the depo penalty is gone.
Shave one turn off the mace at Iron Hill. Now due in one, 3 happies, 3 unhappies, growth in 20.
In Tarsus, keep starving. Make all specialists in resisting cities into scientists.
I look at short-rushing units. Most are too expensive. At Hattusha, we've got 2 shields in to a treb & 14 turns to go. Switch to worker, rush for 32 gold, switch back to treb. 10 turns now.
Go to gold hill. Try to move a citizen. I have to turn off the governor?!?!

02_Cbob_governor.JPG


Based on a production/mm discussion from Aabra 01, I set the governor to "emphasize production" in all cities.

Bombarding of Harran is miserable. Only 1 hit.
Babs moved a spear and a bow in on the 2nd sword army. Army kills the bow (9-0) but is now at 2/13. Fortunately, I cleared a path where the army can get ontoa hill and heal for a turn or two.
First Sword Army kills a pike at Frankfurt (10-0).
Bombard NY. Don't do enough damage to risk losing units.
Kill a German archer w/ our elite archer (11-0).

One final look at F1 before hitting enter.
We've got 3 luxes and are capable of running 0% lux.
With Science at 50%, we're at +5 gpt and Invention in 12.


IBT:
Babs run around a lot.
Babs kill a horse I had put on a hill for visibility. (11-1). Unfortunately, he redlined himself doing so. I'll deal with him in a minute.
Babs actually send units after 2nd Sword army. Unfortunately (for them), they can't get to him to kill him. He may be running for a bit, but I'm going to try to keep him alive, if only to occupy Babylonian units.
Germans move a rMDI onto the hill by SSP.
Hittites reinforce Harran. I've got an army here, but only 7 cats. Don't know if that will be enough.

Builds:
Iron HIll: Mace --> Mace (4)
Yakkity Yakutsk: Mace --> Mace (4)
New Horse Town: Pikeman--> Pikeman (6)

Turn 3: 880
eMDI in SSP kills German MDI on hill. (12-1)
At H&S, we've got an oddball number of slaves (5), but I begin clearing some jungle.
Catapult bombardment at Harran reveals 2 spears (1 r, 1 v) and 1 archer.
Bombard and Kill german archer out of W. Moscow. (13-1).
Send Oleg (who is elite*) to join the army.
Game is irrigated.
Yakkity is about to riot. I swap some tiles around. I raise the lux slider 10%. That allows me to squeeze 12 spt out of Yakkity for 4-turn maces and do the same with Mosaic Moscow. Beakerheads everywhere find themselves working construction. Rowdy Rostov goes from 8-turn maces to 6-turn maces.
At -9 gpt, we can still have Invention in 12.


IBT:
Babs keep attacking Hattusas & keep dying. (14-1).
Lots of Babs running around. Reinforcements coming out of Ellipi.
Germans running around at Leipzig.

Builds:
Moscow: Library--> Mace (4)

Turn 4: 890
Bombardment at NY does not happen. A German Mace is moving in on me. Bombarded and killed w/ eSword (15-1). No leader.
Apparently, the Hittites don't like leaving archers in danger's path. Bombard Harran and take it. (17-1)

03_Cbob_Harran.JPG


Unit costs (52 gpt) force me to turn down the science. Invention due in 15. A thought here: Maybe it's time to start rejoining some of our native workers to cities in favor of slaves?

IBT:
Lots of bad guys running around. None brave enough to attack.
Germans are shuffling aroune near YarYar again.

Builds:
Rowdy Rostov: Medieval Infantry --> Medieval Infantry (6)
YarYar: Pikeman -->Pike (10)
Murmur: Pike --> Pike (5)
JellyBank: Pike --> Pike (8)


Turn 5: 900
Begin moving Third Sword Army & the cats towards Tyrana.
I now have enough MDIs at Rowdy Rostov to fully load the First Mace Army, and I do. The First Mace Army is 13/13 HP, and 4.2.2.
I send it towards the Babs.
First sword army kills a german archer (18-1). Ready to pillage their spices.
Second sword army flees, but he's being pursued by no less than 4 or 5 Bab units now.
Bombard German MDI out of YarYar, but don't do enough damage to risk attack.

IBT:
Babs kill a pike at Hattusas (18-2)

Builds:
H&S: Pike --> Pike (5)
Somewhere: Pike-->Pike (6)


Turn 6: 910
Third Sword Army kills an American archer (19-2), gathers cats from Tarsus, and takes a position on the hill overlooking Tyrana.
Bombardment of NY commences. Spears redlined and citizens killed.
NY falls. It's only a size 2, so I decide to keep it. I set its production to wealth until resistance is quelled. Four new slaves taken.

04_Cbob_NY.JPG



Second Sword army does not appear to have healed in enemy territory like I thought he would. Still fleeing, still being chased.
First Sword army pillages German spices.
I know we don't have a lot of gold to upgrade. Nonethless, I upgrade one vSword at H&S to MDI for 30 gold. They just produced a Pike & I use it for MP duty there, sending MDI to front.
First Mace Army takes a Bab Bowman as its first Victim (20-2)
I've accidentally allowed an American archer to get close to the twin empty cities. I pull a soldier from RR, but the MP issue forces me to make a geek for a turn.

IBT:
American archer attacks Murmur & dies. (21-2).
Lots more German & Bab units running around.

Builds:
Yakkity Yakutsk: MDI--> Library (4)
Halifax: Pike --> Treb (5)

Turn 7: 920
First Mace Army kills 2 bab bows (23-2)
eMDI kills a third (24-2)
vMDI kills a fourth (25-2)
Resistance has ended in NY. Switch build to archer.
Bombard Tyrana. Two of the three defenders fall to the Third Sword Army (27-2), but I run out of attacks. Drat.
MI kills a Bab spear at Ugarit. (26-2)

IBT:
German forces gathering N of JellyBank.
Americans attack at NY and die (27-2)

Builds:
Mosaic Moscow: vMDI-->vMDI (4)
Iron HIll: vMDI --> vMDI (5)
Gold HIll: treb -->treb (8)

Turn 8: 930
Bombard the Germans from JellyBank.
Bombard Tyrana.
Third Sword Army kills an archer at Tyrana (28-2)
Tyrana falls and . . .

05_Cbob_Hittites.JPG


The Babs still haven't hooked up their southeastern iron, so 2nd Army takes this opportunity to kill a Bab worker. With 2/13 HP, I don't want to try walking that worker all the way back home.

At JellyBank, vMDI kills a German archer (29-2)

I take a look at F1. I can cut Invention to 7 turns (from 10), by going to -17 gpt. We've got 301 in the bank, so I go for it.

IBT:
The Glorious Second Sword Army finally succumbs to Babylonian treachery (29-3), but not before killing one more Bowman (29-4)(If I've tallied the army wrong, someone let me know).

Barbs show up near Ugarit.

Builds:
NHT: Pike --> MI (8)
I add a front facade to our palace.


Turn 9: 940
Kill a German MDI at JellyBank (30-4)
Kill a German archer while I'm at it (31-4). Unfortunately, this redlines a horse.

IBT:
Lots of Germans running around, no attacks.

Builds:
SSP: Treb--> Treb (8)
Murmur: Pike --> Pike (5)


Turn 10: 950
Move stack into position to take Philadelphia. The actual capture I will have to leave for the next player.
Redline a German vMDI at JellyBank, then attack with a 4/4 vMDI of our own and LOSE! (31-5).
Set up stack North of Ellipi.
Pillage a mine at Hamburg.
Attack a Spear with a horse at Ugarit. Drat (31-6). Not a great note to end on, but that's the way the ball bounces, I guess.


So continue Aabraxan's Chronicles of Conquering Cossacks.

Final Checklist:
Germans -- still here
Babylonians -- still pestering me
Americans -- on the endangered list
Hittites -- Gone the way of the dodo.

State of the Military:
Settlers: 2
Workers: 35
Archers: 1 (elite)
Spears: 13
Sword: 11
Horses: 3
Pikes: 19
Cats: 35
Armies: 3
Maces: 14
Trebs: 2


Notes for next player.
Down by Philadelphia, there are a couple of cats left unprotected. Apologies about that. It's late and I just plain old fumble-fingered their placement. Unless the Americans destroy them, you should be able to capture them next turn.

I lost the Second Sword Army, which was busy pillaging Babylonian iron. Getting another army down there to keep that pillaged ought to be a priority for the next leader. The First Mace Army at Ellipi ought to be pretty well stationed to head down that way.

Yakkity Yakutsk will finish its Library on the IBT. I don't know who needs one next, but that will free up Yakkity to crank out a couple of MDIs on your set.

I didn't get any new cities places, but I cleared ya out some room.
 
Well Aabra, it seems you've left me with quite a challenge;)

I have a questions before I take it. Are the Germans sending any more MIs against us or just LBs?

This set will take some time. I'm going to play the Aabra01 set first and then focus on this one if that's ok. If two or three days is too long to wait, let me know and the next player should take it.
 
Just a couple comments:
- Great job finishing off the Hittites. We are one step closer to control of our continent.

Kill Pike (2-0) with eSword, but no leader. Move a Pike and a spear to cover him.
Wake Trotsky. The Fourth Army is born. I have yet to determine if I have enough MDI to fill it.
Of course we got no leader from the kill - Trotsky was still there. I think we should try not to use elites to attack if we already have an unused MGL, since it is impossible to generate another.

A thought here: Maybe it's time to start rejoining some of our native workers to cities in favor of slaves?
I like this idea. Do we have enough slaves to make it work? If we raze a couple German/Bab cities and get more slaves we would be in fine shape here methinks.

- How did we get so much gold in the bank - from taking the Hittite cities? I saw the short rushing and was worried about our gold until later on I saw you say we have over 300 and did a double take.

- I must say after having lost the army I am not in favor of using the pillaging armies to attack anything other than 1 or 2 defense units in the open. If you get some bad RNG luck (as evidenced) and get low on HPs, the AI will see the army as vulnerable and use their attack 4 units to attack.

- What cities do we have that can build settlers now? I think we need some.

Edit - @Phaedo : Actually, from looking at the last roster posted, CBob might be next
Roster:
  • Phaedo
  • CivActuary
  • Norton II - just played
  • D'Artagnan59 - UP!
  • Aabraxan - on deck
  • CommandoBob - warming up
 
Well Aabra, it seems you've left me with quite a challenge;)

How so? The Americans should be an easy kill (you've got about 8 cats in place + troops in place already) and then you "only" have to fight a two-front war. The Germans will be trying primarily to come over JellyBank and YarYar and the Babs will be coming primarily out of Ellipi. (At least until you destroy a town or two . . . )


I have a questions before I take it. Are the Germans sending any more MIs against us or just LBs?

This set will take some time. I'm going to play the Aabra01 set first and then focus on this one if that's ok. If two or three days is too long to wait, let me know and the next player should take it.

Yes, Germans are sending MIs but they're sporadic, and there don't seem to be very many. I suspect that some were begun in the few turns where the Germans had iron and they were allowed to finish the builds after pillaging. Of course, keep the LBs on the defensive, where they're weakest.

No objection from me on the time issue, but see CivActuary's comments on the roster.
 
Of course we got no leader from the kill - Trotsky was still there. I think we should try not to use elites to attack if we already have an unused MGL, since it is impossible to generate another.

Of course. I know that. Honest I do. :wallbash:

I like this idea. Do we have enough slaves to make it work? If we raze a couple German/Bab cities and get more slaves we would be in fine shape here methinks.
We don't have quite enough yet but some judicious razing may well fix that. IIRC, we've got 21 cities and 35 workers, but I don't think that number includes slaves. Some judicious razing will give us a healthy supply of slaves and the rejoining will help our flip risk. I tried to work on splitting the workers into slave and native groups. Doing the math for mixed groups is just too much of a headache for me.

- How did we get so much gold in the bank - from taking the Hittite cities? I saw the short rushing and was worried about our gold until later on I saw you say we have over 300 and did a double take.

A big part of it is simply from the switch to Monarchy. Immediately after the switch, we were at 0%/0% and +75 gpt. Of course, I went in and fiddled with the sliders, but I rarely worked in negative gpt. We don't want to fall behind the other continent too far in tech, but if we're the only ones with iron and we have MDIs and Trebs, gold goes a long way towards controlling the continent. I only short-rushed a couple of items because I was trying to be frugal with our treasury. Unit costs are huge right now (ca 50-60 gpt).

- I must say after having lost the army I am not in favor of using the pillaging armies to attack anything other than 1 or 2 defense units in the open. If you get some bad RNG luck (as evidenced) and get low on HPs, the AI will see the army as vulnerable and use their attack 4 units to attack.

Yeah, losing the army bites. The wild goose chase that I led the AI on was fun, but ultimately not particularly productive. Part of that was bad RNG, part bad judgment. The Second Sword Army took the pike, but it was just too costly in the end. I don't think the armies should attack pikes fortified in cities, but just about anything else in the open is fair game, I think.

- What cities do we have that can build settlers now? I think we need some.

Yes we need some. Almost any of our size 4+ size cities have the shield potential to produce one quickly, but off the top of my head, I can't recall who's got the food to regrow quickly.
 
Good turns, Aabraxan. I see you put the winter storm warnings to good use, seeing that you posted in the wee hours of the morning!

State of the Military:
Settlers: 2
Workers: 35
Archers: 1 (elite)
Spears: 13
Sword: 11
Horses: 3
Pikes: 19
Cats: 35
Armies: 3
Maces: 14
Trebs: 2

IIRC, we have only four Russian workers, the rest are slaves. I'll check further later today. If that is so, we'll have to pick and choose where we add the workers back in.

Two settlers, that's good. :)

Maybe we can disband some spears to reduce our military costs. Just an idea, not a must-do. :crazyeye:

I'll try to get a strategy post out later today, but won't be able to play until tomorrow at the earliest.
 
Good turns, Aabraxan. I see you put the winter storm warnings to good use, seeing that you posted in the wee hours of the morning!

That and Mrs. Aabraxan told me that I've got a honey-do list for today! I figured I'd better get my turnset played before the honey-do was imposed.

Also, I didn't get any more archers built, but that one elite left performed well. We might consider building more archers to upgrade to LBs.
 
Good set, Aabraxan. It'll be nice not having the Hittites around anymore. I'm not sure why the governor was on in Gold Hill; I might've turned it on everywhere during anarchy, then changed specialists in some cities (thus turning it off in those cities). It's still on in several other cities, so CommandoBob might want to fix that.
A few thoughts:
-To replace the lost army in Babylon, I'd rather have one of the sword armies go down there; the mace army should fight.
-As for the four native workers, I'd say join them to Somewhere City and Savignon Samara. That'll bring the population of both cities to 7 (they're both near fresh water), giving us some more unit support--8 more gpt, in fact, since we'll have 4 fewer units but can support 4 more.
-Hot 'n Spicey could make a good settler pump if we take one of the cows away from Hattusha. Let's build a granary there first, though.
-Speaking of settlers, I think the two we have are left over from CA's turnset (I didn't use them, and neither did Aabra). Maybe one should replace Harran, and the other can settle the hill near the volcano (the spot Phaedo settled in his "shadow" set).
-Maybe we shouldn't disband the spears yet but should use them for MPs in the larger cities as you suggested or upgrade some of them to pikes and let a few cities build either infrastructure or maces.
-Terrain improvements: We should chop the forest near MM and mine the tile afterward. Also, the marsh near Iron Hill needs to be cleared, and the oasis near SSP should be irrigated so that the town can grow a little more and give us some more commerce.

A final note: CA was a little surprised that we had 300 gold in the treasury. That was my doing: during anarchy, I made as many taxmen as I could without causing riots or starvation. I thought about using scientists instead, but this way we can do some upgrades or cash-rushing if we want.
 
Also, the marsh near Iron Hill needs to be cleared, and the oasis near SSP should be irrigated so that the town can grow a little more and give us some more commerce.
Yes, I've got some workers up there and was going to start on that, but there are also plenty of hills near IH that can be mined, too. I think mining the hills might be faster than clearing the marsh & irrigating, but I haven't done the math. OTOH, growth sure would be nice.

A final note: CA was a little surprised that we had 300 gold in the treasury. That was my doing: during anarchy, I made as many taxmen as I could without causing riots or starvation. I thought about using scientists instead, but this way we can do some upgrades or cash-rushing if we want.

Norton II is right about this. I inherited lots of taxmen. I didn't mean to sound like I was claiming credit for the treasury.
 
Norton II is right about this. I inherited lots of taxmen. I didn't mean to sound like I was claiming credit for the treasury.
Didn't think you were, but in case anyone disagreed with building up the treasury vs. getting to invention sooner, I wanted to make sure they knew what happened--I might not have been too clear in my writeup.
 
Sorry about the mix up. I just checked the first page roster and assumed...

I've only taken a quick look at the save but although we may be the only ones with iron now, the germans ought to have theirs hooked up soon again as will the Babs eventually.

As far as armies behind enemy goes, I'm not sure they should be attacking units in the open. Our front lines at the front should be able to take the units that eventually end up there quite easily. Armies behind the lined should focus on disrupting the enemy economy as much as possible. This was the reason I went for attacking a city rather than units (in the Bab lands you could have had a terrain advantage against Nineveh but they may get pikes in to defend by the time we get another army there).

Also, the MI army should go to the German lands. It is the Deutch that have had iron relatively regularly and have pike defense. The Bab cities should be mostly down to spears.
 
950AD_WorkersTrimmed.jpg


How long will it take to make a mine on a hill?

Twelve worker turns, right?

How many are being used here?

Looks like 5.5 (2 Russian Workers = 2WTs, 7 slaves = 3.5WTs ).

So how many turns to make the mine?

Three.

How many worker turns invested in this mine?

Sixteen and a half (5.5 times 3).

Which means that 4.5 WTs were wasted to build this mine.

:eek:

This stack includes Slave Group A (3WT), which would need 4 turns to make the mine. Adding a worker to the stack puts it at 4WT and the mine is done in 3 turns, which is good. Adding a second worker doesn't help finish the mine any faster, but adding a third worker would complete the mine in two turns (now at 6WT per turn).

Now, I have assume that all these units are present to make the mine and are not just passing through. If some are passing through, I've just made a mistake and I apologize in advance. The purpose is to teach something I've learned, not to point out mistakes.

If you haven't seen this, you should. It is old (made for Vanilla) but it very good.

www.civfanatics.net/uploads5/WorkerTurns_v2.gif

From this we can see that most things take either 3WTs or a multiple of 3WT. This is why I keep the slaves in stacks of 3WTs. That is an efficient size for doing most tasks.


Here are links to posts by ControlFreak back in SGOTM 09 where I learned much of this:
Part One
Part Two

The initial part of each post is related to that game, but he soon gets into his topic. And he explains it far better than I could.
 
Science: Invention, 5 turns
Treasury: 275 gold, -10 gpt; 4.5.1

Cities:
  1. Mosaic Moscow (7) grows in 7, vMace in 2.
  2. Hattusas (2) grows in 1, walls in 6.
  3. Tarsus (1) grows in 1, vPike in 21.
  4. Silly St. Peteys (3) zero growth, trebuchet in 8.
  5. Ugarit (2) grows in 5, vPike in 22.
  6. New York (1) grows in 7, vSpear in 7.
  7. Iron Hill (7) grows in 20, vMace in 2.
  8. Rowdy Rostov (7) grows in 29, vMace in 2.
  9. YarYar (4) grows in 17, vPike in 3.
  10. Hattusha (6) grows in 1, trebuchet in 2.
  11. Tyrana (5) grows in 3, vPike in 8.
  12. Yakkity Yakutsk (7) grows in 8, library in 1.
  13. Halifax (5) grows in 9, trebuchet in 2.
  14. Savignon Samara (5) grows in 6, vPike in 17.
  15. Hot'n Spicey (5) grows in 8, vPike in 1.
  16. Murmur (5) grows in 5, vPike in 5.
  17. New Horse Town (4) grows in 8, vMace in 7.
  18. Gold Hill (4) grows in 14, trebuchet in 6.
  19. JellyBank (4) grows in 17, vPike in 3.
  20. West Moscow (4) grows in 3, trebuchet in 9.
  21. Somewhere City (5) grows in 9, vPike in 2.
  22. Anywhere (4) grows in 7, trebuchet in 6.
  23. Omsk (2) zero growth, harbor in 22.

Military:
  • 02 Settlers
  • 04 Workers
  • 01 Archers
  • 13 Spears
  • 11 Swords
  • 03 Horses
  • 19 Pikes
  • 35 Catapults
  • 03 Armies
  • 14 Maces
  • 02 Trebuchets
  • ?? Slaves
Total units: 107 Allowed units: 54 Militray Support Costs: 53 gpt

Building List:
  • vMace [4] (Mosiac Moscow, Iron Hill, Rowdy Rostov and New Horse Town)
  • Walls [1] (Hattusas)
  • vPike [9] (Tarsus, Ugarit, YarYar, Tyrana, Savignon Samara, Hot'n Spicey, Murmur, JellyBank and Somewhere City)
  • Trebuchet [6] (Silly St. Peteys, Hattusha, Halifax, Gold Hill, West Moscow and Anywhere)
  • vSpear [1] (New York)
  • Library [1] (Yakkity Yakutsk)
  • Harbor [1] (Omsk)

Resources:
  • 03 Horse
  • 01 Iron
  • 01 Wine
  • 02 Spice
  • 02 Dyes

Army Locations:
  • FirstSwordArmy (11/14) - between Nuremberg and Hamburg
  • ThirdSwordArmy (9/14) - 1SW of New York, on a road.
  • FirstMaceArmy (9/13) - 1E of Anywhere, near Ellipi.

Barracks to Sell:
  1. Mosaic Moscow
  2. Hattusas
  3. Tarsus
  4. Ugarit
  5. Iron Hill
  6. Rowdy Rostov
  7. YarYar
  8. Yakkity Yakutsk
  9. Halifax
  10. Hot'n Spicey
  11. Murmur
  12. New Horse Town
  13. Gold Hill

Long Term Objectives
  • Destroy all Civs.

Mid Term Objectives
  • Make the Yanks disappear.
  • Germans have Gems (Frankfurt). Babylonians have Dyes (Nineveh and Babylon). We need them both.
  • Battle Plans South: Ellipi, Akkad, Nineveh, Babylon and Uruk (splits their empire, gains us Dyes).

    950AD_BabylonTrimmedDotted.jpg

  • Battle Plans North: Philadephia, Washington, Boston, Frankfurt (Gems), Leipzig and Berlin (Temple of Artemius, giving border expansion).

    950AD_GermanyTrimmedDotted.jpg

  • Learn Military Tradition for the Cossack.
  • Capture the Great Library before we learn Education (this may be just a dream).

Short Term Objectivs (This turnset)
  1. Sell old barracks.
  2. Learn Invention, then Gunpowder.
  3. Start and finish a library, begin a second library.
  4. Kill the German Mace in our interior near New Horse Town and YarYar.
  5. Kill the Babylonian Spear next to Ugarit.
  6. Eliminate the Americans, now down to one city, Philadelphia.
  7. Protect the catapults in America.
  8. Let the ThirdSwordArmy heal, then send south to pillage Babylon.
  9. Send the FirstMaceArmy north to pillage/attack Germany.
  10. Armies need to pillage any roaded hill, mountian or desert (Saltpeter).
  11. Regroup the slaves into stacks of 6 (for 3WTs per stack). Improvements get done faster and thus profit us more.
  12. Road to New York, change Spear to Pike/Mace.
  13. Connect a second Iron.
  14. Connect a second Wine.
  15. Settler in YarYar heads towards New York to build between New York and Washington.
  16. Settler in Hattusas heads west to rebuild a city (?).
  17. Attack and capture Ellipi.
  18. Be ready to attack Akkad.
  19. Attack and capture Washington.
  20. Be ready to attack Boston.
  21. Need more Maces.
  22. Need to upgrade Spears to Pikes.
 
Now that's what I call a plan! One thing, though: can we still sell the old barracks? I thought they just disappeared once Sun Tzu's was built.
 
If a lurker might be permitted to ask a question, does Hattusas really need walls?

A suggestion as well, perhaps pillaging Babylon is unnecessary. As weak as they are, and without much in the way of cultural borders, a concentration of force using 3rd Sword Army with supporting units may cause them to collapse without great difficulty.
 
Now that's what I call a plan! One thing, though: can we still sell the old barracks? I thought they just disappeared once Sun Tzu's was built.
In the city screen when I right clicked on barracks one of the options was to sell. True, we pay no upkeep on them, but right now they are 'cash-in-the-attic'.

If a lurker might be permitted to ask a question, does Hattusas really need walls?

A suggestion as well, perhaps pillaging Babylon is unnecessary. As weak as they are, and without much in the way of cultural borders, a concentration of force using 3rd Sword Army with supporting units may cause them to collapse without great difficulty.
Lurkers may always ask, M60A3TTS, always.

Hattusas may not really need walls, but that has been our game plan: new cities need walls. It can be changed, since it is doubtful if it will be attacked anytime soon.

The real purpose in pillaging Babylon is to disconnect any saltpeter they might have. We haven't learned Gunpowder and can't see that resource right now. It only appears in hills, mountains and deserts and the Babs have a lot of hills and mountains. So, until we can see it (which will not be in this next turnset but the following one) we just need to be cautious.
 
Hattusas may not really need walls, but that has been our game plan: new cities need walls. It can be changed, since it is doubtful if it will be attacked anytime soon.

It was our game plan when we were under heavy pressure from 4 AIs. I think walls are a waste of shields and time at this point. I would also strongly advocate using the YarYar settler to plant a town by the volcano. The things that makes the germans such a pin is that they get the defensive bonus from the mountains. If you plant that town and redline them they will be out of our hair, they will be easier to kill from the high ground of the city and we can FINALLY connect the wines by YarYar. I would expect to still see the pressure grom Germany coming from that direction. The faster you shore up that mountin range, the more secure we become.

I also don't think you need to upgrade any spears. Keep them for MP purposes and just focus on MI builds for military units. If you want to upgrade anything, I suggest you upgrade the cats. The extra umph of trebs will help you way more than some extra pikes. If you can get that volcano town built and take out Bremen with some of those cats up there, you will only have 3 towns to defend at most form the Germans and you should be on the attacking (not the defending) side of the war with the Babs. If you need pikes to defend the Bab front, you either aren't attacking quickly enough or not efficiently enough.

AND SETTLERS!!!:D We have tons of room, lets get it populated for unit support if nothing else.

Good luck Cbob!
 
Oh yea, one more thing: Use the sword armies to cover your artillery. If they are at full strength, they stack won't be attacked and can move into kill position unmolested. Take the cities with MIs to hunt for a new leader and repeat. If you don't attack with the weak sword armies they won't have to heal and you can immediately move on to your next victim. The stronger MI army is probably a better chioce to pillage with as it could take out a weak city and hurt the AI infrastructure.
 
Opinions, comments, etc...

- That big empty spot between Ellipi and Ugarit is crying out for a city. As are others - with every settler built and new city founded, we decrease our unit support, which is critical right now.

- Re: Upgrading. Instead of upgrading spears to pikes, I would agree with Phaedo - up the cats to trebs. Directly helps our offensive (and defensive) efforts. And we only have 13 spears, that is probably a good MP force at this point. A few more pikes are not needed - we are winning this war and need more offense than defense at this point. Another point - about 1/3 of our army is artillery, mostly cats. It's totally worth it, but that is a lot of unit support - we should make sure that support is for the best units we can make.

- I'm still against attacking cities with the pillaging armies. If I weigh the + and - I come out on the - side. Yes, you can hurt AI production by taking out a weak city. But you would have to raze that city, with no defenders deep in their territory, you couldn't hold on to it. And then the bonus from razing the cities - the slaves - would be lost as they would hinder the efforts of the army.

- Walls are a waste of time in Hattusas right now.

- Re: German battle plan. I would take whatever city that is SW of Frankfort before moving on to Leipzig, that way we would not have to backtrack later. I also worry about cultural pressure and leaving enemies alive at your backs. It makes for more you have to defend, whereas if the front just advanced, you can move the defenders forward as well.

- Could we stand a few markets in our core now?
 
Back
Top Bottom